The Great Perhaps similar games & best alternatives

The Great Perhaps

PlayStation 4, Linux, PC (Microsoft Windows), Mac, Xbox One, Nintendo Switch • 2019

Should you play it?

The Great Perhaps is a time travel puzzle game about an astronaut returning to Earth destroyed by natural cataclysms. There, among the ruins he finds an unusual artifact — an old lantern, in the light of which you can see glimpses of another time and travel to the past.

What works
  • Unique time travel mechanic
  • Strong atmospheric and artistic presentation
  • Emotional and contemplative story
  • Pleasant soundtrack
  • Short and accessible gameplay
Things to keep in mind
  • Short game length with limited replay value
  • Simple and repetitive puzzles
  • Clunky controls and some bugs
  • Linear level design
  • Weak voice acting and some narrative gaps

What to play next

Top picks

Games that feel the closest overall

  • Soulless: Ray Of Hope

  • Dreaming Sarah

  • Planet of the Eyes

  • Creepy Tale

  • TurnOn

  • A Juggler's Tale

  • Journey of a Roach

  • Morningstar: Descent to Deadrock

  • Whispering Willows

Hidden Gems

Less popular games with surprisingly high similarity

  • Planet of the Eyes

  • TurnOn

  • Morningstar: Descent to Deadrock

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    Sixtieth Kilometer

  • Fantasy

    Singularity™

  • Story

    Time Loader

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

The Great Perhaps: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Survival. It leans lower than usual among comparable games on Continuation, Value.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players have freedom to explore levels, choose skills, and experiment with combat timing and strategies, though some mechanics are fixed and skill switching is limited."

    Capsule for Touhou Mystery Reel Touhou Mystery Reel

    "Players can freely explore two time periods and decide when to switch, though the game is linear in level design."

  • Competence

    Game with the same Competence vibe

    1

    "Puzzles are simple and mostly involve item collection and usage; some platforming minigames add slight challenge but are not very difficult."

    Capsule for Tick Tock Isle Tick Tock Isle

    "Puzzles are simple and mostly involve item fetching and basic logic; some platforming elements exist but are minimal and clunky."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; gameplay is single-player and focused on personal exploration and puzzle solving."

    Capsule for Four Last Things Four Last Things

    "No competitive elements; gameplay is single-player and focused on personal exploration and puzzle solving."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short game (~1-2 hours) with limited replay value; some players finish quickly and do not return often."

    Capsule for Access Denied Access Denied

    "Short game (~2-3 hours) with limited replay value; some players quickly finish and do not return."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player experience with no cooperative or multiplayer features."

    Capsule for Little Inferno Little Inferno

    "Entirely single-player experience with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players creatively combine items and use time travel mechanics to solve puzzles, encouraging experimentation within the game's framework."

    Capsule for Day of the Tentacle Remastered Day of the Tentacle Remastered

    "Creative time travel mechanic with switching between past and present to solve puzzles and explore."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of domination or power over others; interactions are narrative-driven and equal."

    Capsule for The Invincible The Invincible

    "No elements of domination or power over others; interactions are minimal and narrative-driven."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players immerse in a post-apocalyptic fictional world to escape real life and experience dramatic storytelling."

    Capsule for Sixtieth Kilometer Sixtieth Kilometer

    "Players immerse in a melancholic post-apocalyptic world, escaping real life through story and atmosphere."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest in story and atmosphere; no obligation or pressure noted."

    Capsule for Layers of Fear Layers of Fear

    "Players engage voluntarily out of interest in story and atmosphere; no obligation or pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "The time travel mechanic encourages players to experiment with switching eras to solve puzzles."

    Capsule for The Silent Age The Silent Age

    "Time travel mechanic encourages some experimentation with switching timelines, though puzzles are straightforward."

  • Exploration

    Game with the same Exploration vibe

    2

    "Linear level design with some collectible hunting and environmental storytelling, but limited open exploration."

    Capsule for Darwin's Paradox! Darwin's Paradox!

    "Exploration of two contrasting time periods with environmental storytelling, but level design is linear."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited character customization or visual expression; mostly fixed visuals and presentation."

    Capsule for Epiphyllum in Love Epiphyllum in Love

    "Limited character customization or expression; mostly fixed visual presentation and narrative."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Strong sci-fi and alternate history setting with imaginative time travel and supernatural elements."

    Capsule for Singularity™ Singularity™

    "Imaginative post-apocalyptic sci-fi setting with time travel and mysterious phenomena."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Solo experience with minimal social interaction or community feeling."

    Capsule for CASE: Animatronics CASE: Animatronics

    "Solo experience with minimal social interaction or community feeling."

  • Growth

    Game with the same Growth vibe

    1

    "Some light learning through puzzle solving, but overall simple and short gameplay limits growth."

    Capsule for Mushroom Cats 2 Mushroom Cats 2

    "Some learning through puzzle solving and understanding story; overall simple gameplay limits growth."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity involved."

    Capsule for Car Manufacture Car Manufacture

    "Sedentary gameplay with no physical activity involved."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention; some backtracking and puzzle solving demand engagement."

    Capsule for Hollowbody Hollowbody

    "Requires focused attention; some trial and error and puzzle solving demand engagement."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Limited emotional connection mostly through narrative; no close social relationships formed."

    Capsule for Unforeseen Incidents Unforeseen Incidents

    "Limited emotional connection mainly through narrative; no close social relationships formed."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; single-player narrative focus."

    Capsule for OMORI OMORI

    "No leadership or group management elements; single-player narrative focus."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through story and puzzle completion with item collection limited and purposeful."

    Capsule for The Blind Prophet The Blind Prophet

    "Progression through story and puzzle completion; item collection is minimal and linear."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Atmospheric and melancholic tone provides a contemplative and somewhat relaxing experience."

    Capsule for WHITE ALBUM: Memories like Falling Snow WHITE ALBUM: Memories like Falling Snow

    "Atmospheric and melancholic tone provides a reflective and somewhat relaxing experience."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visual and auditory elements contribute to mood, but sensory stimulation is subtle and subdued."

    Capsule for The Dearest Person The Dearest Person

    "Visual and auditory elements create mood but sensory stimulation is moderate and subdued."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; focus is on individual experience."

    Capsule for System Shock System Shock

    "No social recognition or status systems; focus is on individual experience."

  • Story

    Game with the same Story vibe

    4

    "Strong narrative focus with emotional time travel story and multiple endings influenced by player choices."

    Capsule for Time Loader Time Loader

    "Narrative-driven game with emotional and contemplative story about loss and time travel."

  • Strategy

    Game with the same Strategy vibe

    0

    "Puzzles require some reasoning but overall straightforward; no complex strategic planning."

    Capsule for If On A Winter's Night, Four Travelers If On A Winter's Night, Four Travelers

    "Puzzles require some logic but are generally simple; no complex strategic planning involved."

  • Thrill

    Game with the same Thrill vibe

    -2

    "Some time pressure and challenge, but overall low suspense and risk."

    Capsule for SUMETRICK SUMETRICK

    "Some tension from time limits and hazards, but overall low risk and suspenseful moments."

  • Value

    Game with the same Value vibe

    0

    "Mixed player opinions on value; short length balanced by quality art and story; better value on sale."

    Capsule for Sanator: Scarlet Scarf Sanator: Scarlet Scarf

    "Mixed opinions on value; short length balanced by quality narrative and atmosphere; better on sale."

  • Violence

    Game with the same Violence vibe

    -3

    "Minimal violence; focus is on puzzle solving and rescuing rather than combat or destruction."

    Capsule for PixelJunk™ Shooter PixelJunk™ Shooter

    "Minimal violence; hazards exist but focus is on avoidance and puzzle solving rather than combat."

  • Survival

    Game with the same Survival vibe

    1

    "Some hazard avoidance and survival elements exist but are minimal and secondary to puzzles."

    Capsule for Portal Portal

    "Avoiding hazards and timing time travel to survive; survival elements are light and puzzle-based."

Last update: 11/07/2026